We have a bigger concern. A congressional delegation, along with some corporate types were Meeting in Southwestern Poland. As they loaded into their limos, a hit squad took out security and then drove off into the Eastern Europe countryside.
Satellite intel traced the convoy to an enclave, which for some unknown reason the soviets never brought under their control. The surrounding area has always shown above average military activity.
Make a low level drop, reacquire that delegation, then find a way to get everyone home. Take off in thirty.
The squad
They reviewed the mission brief while inbound. The jump into an area without first hand knowledge made for a dicey jump. Result - what can at best be called a Poor Landing (to hit the zone each PS had to dump 2RP of gear (knives, pistols, grenades, who needs ‘em?))
The brief had one thing right, the enclave had a cordon of baddies guarding it.
Once again, the surprise of an airborne assault paid off. Heavy fire from our assault weapons cleared the Checkpoint. (Wow - entry cost of 3 plus 2 for each hostile). This allowed Sgt Burton and Cpl Tate to push up and secure the area.
The firefight alerted other forces in the area, who then blocked our road in. Cpl Sharp pitched a M67 into the middle of the enemy as Tate pinned down the rest.
The entire countryside was lousy with Baddies. As soon as the roadblock was overcome, the squad was hit by another patrol. The squad was burning thru ammo and luck. Sgt Burton signaled Pvt Reeves to trigger the call sign for a supply drop. The team was too stretched and needed to all press forward at the same time. (Entry costs were running high and required lots of cards and draw actions, concurrent with clearing out hostiles).
Luck ran out for Pvt Reeves, his attention to the signal burst distracted him from staying low, and bursts from many hostiles ended his career as an airborne ranger.
Adding to the bad news, the damn drop landed behind the squad (blue markers of a 6RP drop).
Adding to the bad news, the damn drop landed behind the squad (blue markers of a 6RP drop).
The team reorganized and Sgt Larson agreed to scramble back and recover the supply drop.
WTF! As the squad prepared to breach the isolated factory where the captives were being held, a mass of antique warriors assaulted the squad! Time warp!
It was like a 75 year stockpile of WW2 dropped on the team. Though these hostiles were even more strange. Fearless. Many looking like death warmed over. Romero would say zombies!
And in the back, an old geezer looked up from vivisecting one of the now “former” CEO types from the delegation. The team had seen this guy before. Division history contained rumors of combating a Dr Frankenstein back in ‘44. Could this be him?
And in the back, an old geezer looked up from vivisecting one of the now “former” CEO types from the delegation. The team had seen this guy before. Division history contained rumors of combating a Dr Frankenstein back in ‘44. Could this be him?
Cpl Tate caught a burst from Hitler’s buzz saw and went down in a heap. Sarge spotted a Commie Hind outback. He’d flown one before, and an extraction plan formed.
The team nailed every enemy with the range to bring the Hind under fire. Two members took potshots at the Doktor but failed (high cover and -2 to hit, one tough cookie).
Sgt Beck, on loan from the FDR, yelled to the delegation “every one, get to der Chopper!”.
Followed by Larson’s cry of “if you want to live, come with me!”
Sgt Beck, on loan from the FDR, yelled to the delegation “every one, get to der Chopper!”.
Followed by Larson’s cry of “if you want to live, come with me!”
Aftermath
The team made it to the objective with one turn to spare. Plenty of time to load a bunch of suits into the helicopter.
We tried a homebrew this week. It was time to see Dr Frankenstein again. And I sort of enjoy the original zombie pack and wanted to see those guys again. Dr Frankenstein and zombie encounters in WW2 are part of the lore and history that caused the creation on SOG X.
It worked out well, as many/most are range 0, allowing our troopers to juke them in many cases.
Also, I preplanned the locations, still had to play a location card in order to flip it. And the other two players did not know what the locations were until they were flipped. Thematically I figured in several checkpoints and roadblocks, to hem in the Doktor’s forces. After the abandoned factory I had the MI-24 as the objective card, setting up the escape route.
Fudged, and gave Beck a pistol. Hope to figure out a way to (like in PMC) take a trooper from lower entry cost level to PS status. Ultimately we want a multinational Phoenix Force type squad.
Airborne is still a fun setting. Wishing there was another batch of landing zone and behind enemy lines cards. Mainly to keep the missions fresh.
The team made it to the objective with one turn to spare. Plenty of time to load a bunch of suits into the helicopter.
We tried a homebrew this week. It was time to see Dr Frankenstein again. And I sort of enjoy the original zombie pack and wanted to see those guys again. Dr Frankenstein and zombie encounters in WW2 are part of the lore and history that caused the creation on SOG X.
It worked out well, as many/most are range 0, allowing our troopers to juke them in many cases.
Also, I preplanned the locations, still had to play a location card in order to flip it. And the other two players did not know what the locations were until they were flipped. Thematically I figured in several checkpoints and roadblocks, to hem in the Doktor’s forces. After the abandoned factory I had the MI-24 as the objective card, setting up the escape route.
Fudged, and gave Beck a pistol. Hope to figure out a way to (like in PMC) take a trooper from lower entry cost level to PS status. Ultimately we want a multinational Phoenix Force type squad.
Airborne is still a fun setting. Wishing there was another batch of landing zone and behind enemy lines cards. Mainly to keep the missions fresh.
great read. thanks
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